Flags are normaly written as "0x1" (hex format) , you can use just "1" ,or decimal equivelent will also work ie "1024" would be equal to "0x400".
To avoid confusion the "0x1" type should be used.It also makes the code more readable.
0x1 | Pitching changes head pitch |
0x4 | Players fieldlight |
0x8 | Invulnerability |
0x10 | Players head is centered |
0x20 | Explodes when killed |
0x40 | Actor will not drown |
0x80 | Invisibility |
0x100 | Droid |
0x200 | Boss |
0x400 | Deaf |
0x800 | Blind |
0x2000 | Blocking attacks |
0x10000 | Actor is screaming |
0x40000 | Partialy imobilized |
0x80000 | Cannot shoot undewater |
0x100000 | Actor cannot be auto targeted |
0x200000 | Totaly Imobolized |
0x400000 | Actor is falling to his death |
0x800000 | No display Hud |
0x1000000 | Damages other actors at full rate |
0x2000000 | Can see in the dark |
0x80000000 | Causes the green corner brackets to appear in view |
0x1 | Ai is moving towards it`s destination |
0x2 | Ai has a valid target and is trying to attack it |
0x4 | Ai is searching for targets or danger |
0x8 | Ai is turning to face it`s LookTarget |
0x10 | Ai`s current move target is valid |
0x29 | Ai`s current fire target is valid |
0x200 | Ai is ready (awake and active) |
0x400 | Ai has Los (line of sight) to it`s target |
0x800 | Ai is fleeing |
0x0 | Not attached |
0x1 | Attached to a world surface |
0x2 | Attached to the face of a thing |
0x4 | Attached to a thing, but not a certain face of that thing |
0x8 | No Move relative to attach thing |
0 | Not colliding |
1 | Sphere colliding |
3 | Face colliding |
0x1 | Impact |
0x2 | Energy |
0x4 | Explosion |
0x8 | Force |
0x10 | Saber |
0x20 | Drowning |
0x1 | Anitmated sprite |
0x2 | Explosion includes a blast phase |
0x4 | Damage in blast radius |
0x8 | Has child explosions |
0x10 | Variable Light |
0x40 | No damage to shooter |
0x80 | Random debris |
0x100 | Flash blinds things |
0 | Don`t draw surface |
1 | Draw vertices |
2 | Draw wireframe |
3 | Solid surface |
4 | Texture surface |
5 | Full draw surface |
0x1 | Type is registered |
0x2 | Item is part of the item set |
0x4 | Item is a weapon |
0x8 | Item is a forcepower |
0x10 | Item is armored (processes damaged: messages) |
0x20 | Item is available by default |
0x40 | Item is not carried over in between levels |
0x80 | Item is dropped into a backpack when the player is killed (MP only) |
0x100 | Can be assigned a HOTKEY |
0x1 | Goal Displayed in objectives |
0x2 | Goal accomplished |
0x1 | Respawn in mp |
0x2 | Respawn in single |
0x4 | Item is a backpack |
0x8 | CtfFlag |
0x1 | has saber |
0x4 | turn on saber |
0x8 | turn off saber |
0x10 | has two sabers |
0x20 | persuasion twinkling |
0x01 | Team Play |
0x02 | No damage to teamates |
0x04 | CTF computes own score |
0x08 | Time limit |
0x10 | Score limit |
0x20 | No custom costumes |
0x100 | Auto assign teams |
0x0000FFFF | Start places 16 - 31 |
0xFFFF00FF | Gold starts 8 - 15 |
0xFFFFFF00 | Red starts 0 - 7 |
0x1 | Outward expanding |
0x2 | Animate cel |
0x4 | Random start cel |
0x8 | Fade out over time |
0x10 | Emit Light |
0x20 | Flipped |
0x1 | Has Gravity |
0x2 | Uses thrust to move |
0x10 | Align orientation with surface |
0x20 | Bounce off surface |
0x40 | Sticks to floor surface |
0x80 | Sticks to wall surface |
0x200 | Uses rotational velocity |
0x400 | Banks when turning |
0x1000 | Uses angular thrust to rotate |
0x2000 | Can Fly |
0x4000 | Affected by blast force |
0x10000 | Is Crouching |
0x10000 | Do not rotate velocity while the thing rotates |
0x40000 | Partial gravity |
0x100000 | Thing is on the surface of the water |
0x400000 | Not affected by Thrust |
1 | Weapon supercharge |
2 | Shield supercharge |
4 | Force boost |
0x1 | No gravity |
0x2 | Underwater |
0x4 | CogLinked |
0x8 | Has thrust |
0x10 | Hide on automap |
0x20 | No actor enter |
0x40 | Pit |
0x1000 | Has Collide Box |
0x4000 | Shown on auto map |
0x1 | Loops till stopped |
0x4 | Ambient does not use panning |
0x40 | Sound pos is world coordinates |
0x80 | Sound pos moves with thing |
0x100 | Raise sound play priority |
0x10000 | Voice cannot be overidden by other sounds |
0x1 | Floor |
0x2 | CogLinked |
0x4 | Impassable |
0x8 | Ai cannot walk on floor |
0x10 | Double texture scale |
0x20 | 1/2 texture scale |
0x40 | 1/8 texture scale |
0x80 | No falling damage |
0x200 | Sky |
0x400 | Sky2 |
0x800 | Scrolling |
0x1000 | Icy |
0x2000 | Very Icy |
0x4000 | Magsealed |
0x10000 | Metal floor |
0x20000 | Deep water |
0x40000 | Shallow Water |
0x80000 | Dirt floor |
0x100000 | Very deep water |
0x1 | Adjoin visible |
0x2 | Allow movement through adjoin, ai & player |
0x4 | Allow sound to pass through adjoin |
0x8 | Allow player only |
0x10 | Allow Ai only |
1 | looping |
2 | skip last frame |
4 | skip first two frames |
0 | Fully Lit |
1 | Not Lit |
2 | Diffuse |
3 | Gouraud (normal light) |
4 | Gouraud |
5 | Gouraud |
0 | Normal |
1 | 2 sided |
2 | Translucent |
0x1 | Emits Light |
0x2 | Dead |
0x4 | Magneticly sealed |
0x8 | Part of world geometery |
0x10 | Invisible |
0x40 | Can stand on |
0x400 | Cog Linked |
0x800 | No Crush |
0x1000 | Not in Easy |
0x2000 | Not in Medium |
0x4000 | Not in Hard |
0x8000 | Not in Multi Player |
0x10000 | Not in Single Player |
0x20000 | Object is sending a pulse message to it's cog |
0x40000 | Object is timed to send a timer event to it's cog |
0x400000 | Object is metal |
0x800000 | Object is earth |
0x1000000 | Object makes no sounds |
0x2000000 | Object is underwater |
0x8000000 | Object is destroyed if it enters water |
0x10000000 | Object is destroyed if it enters air |
0x20000000 | Object generatoes a splash: Cog Message when entering/leaving water |
Thing Type | . | Mask value |
---|---|---|
1 | ? | 0x2 |
2 | Actor | 0x4 |
3 | Weapon | 0x8 |
4 | ? | 0x10 |
5 | Item | 0x20 |
6 | Explosion | 0x40 |
8 | ? | 0x80 |
10 | player | 0x400 |
0x1 | Nodamage to shooter |
0x4 | Explodes when world surface hit |
0x8 | Explodes when thing hit |
0x80 | Sticks to walls |
0x400 | Reflects on Magsealed surface |
0x800 | Sticks to things |
0x1000 | Close proximity trigger |
0x2000 | Instant Impact weapon |
0x8000 | Object trail |
0x400000 | Explodes when world floor hit |